santicor opened this issue on Oct 01, 2010 · 19 posts
santicor posted Fri, 01 October 2010 at 10:18 AM
So i needed a mental break from rigging this figure I have been working on - I needed a break BADLY -
So i decided today .... a nice diversion would be.... to model some hair for the figure.
I am not so sure how you fix this problem I am having .
The hair is made of 2 base layers of mesh and then it has some strips of mesh on the outermost to act as free flying strands.
In the image, the gold layer has almost no trans....I would like this to cast shadows. the gray mesh has a trans map that is somewhat " stringy" and the pinks are of course very fine and stringy trans mapped.
i do not ever want shadows to be cast by the gray and pink meshes in the picture.
but i DO want the gold to always cast shadows.
this thing is ONE OBJ and 3 diferent mat zones.
So all i know how to do right now is turn off shadows for the object as a whole -
and you can see the difference in the sample renders -
right now I am stuck with all or nothing with shadows.
the render far right with no shadows is very much better - but b/c i have to turn shadows OFF for the whole object , i get no shadow on her face from the gold layer of mesh.
HOW can I get around this , for instance is there a way to turn off shadow in the mat zone ??? or the shader???
Thanks
( OH BTW just for clarity.... I know there is some mesh strips crashing thru near the back ....that is just a little slopiness not fixed up yet -
I really want to know about the shadow issue Thanks
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santicor posted Fri, 01 October 2010 at 3:03 PM
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Medzinatar posted Fri, 01 October 2010 at 3:41 PM
If you make it into a figure, you can have the option of having different body part which selectively cast or not cast shadows.
santicor posted Fri, 01 October 2010 at 4:01 PM
great point -
but I am thinking I might still have a prob .......b/c all of the parts in this hair model will all make the best sense aligning with the body part HEAD, ( since I will want it to conform to the figure)
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Medzinatar posted Fri, 01 October 2010 at 4:40 PM
In this case, I do not think it necessary to make it a conforming hair, but rather just PARENT it to HEAD. It will keep relative position and you need not worry about names for body parts conflicting with something on figure.
By observation, I see most CR2 hairs use NECK as conform point and container of morphs.
santicor posted Fri, 01 October 2010 at 4:52 PM
excellent -
so no problem PARENTING a figure to a figure??
sorry for the dumb question - i just never happened to try it before !
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jt411 posted Fri, 01 October 2010 at 5:11 PM
You should be alright; "Kione Hair" by AprilYSH works as a parented figure :)
hborre posted Fri, 01 October 2010 at 8:43 PM
Have you tried lowering your Shadow Min Bias on your main light to 0.1? This allows finer detail to cast shadows.
santicor posted Sat, 02 October 2010 at 9:28 AM
but the real sollution was to soften the trans map of the outer stringy layer by blurring it a bit.
now the shadows that fall from the outer layer onto the inner are softer.
Now I have a new prob and I have indicated it with the yellow arrow.( click to enlarge)
I have the poly edges showing up on the back face of the hair OBJ......
This is render settings 101 but I dont know it
soprry to be a pain in the rear.
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santicor posted Tue, 05 October 2010 at 3:28 PM
Thanks
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bagginsbill posted Tue, 05 October 2010 at 3:42 PM
Poser Display Unit = feet?
Shadow Min Bias = .22 - but what units. If feet, then .22 feet, which means no shadows within .22 feet of the shadow casting object.
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santicor posted Tue, 05 October 2010 at 4:02 PM
Thanks I was set to "feet"
I am now set to inches and I am having success tweaking the SMB in a better understandable scale in order to fix the shadows -
still wondering why i see the polys of the backside of the inner hair mesh, though.....
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bagginsbill posted Tue, 05 October 2010 at 4:16 PM
I have not seen that particular pattern before. SMB may still be too large? (guessing)
Is it an artifact that persists when rendering without shadows?
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santicor posted Tue, 05 October 2010 at 9:16 PM
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santicor posted Tue, 05 October 2010 at 9:17 PM
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Medzinatar posted Tue, 05 October 2010 at 9:23 PM
On your render settings, check box that says "Remove back facing polys"
santicor posted Tue, 05 October 2010 at 9:30 PM
Quote - On your render settings, check box that says "Remove back facing polys"
Indeed that would solve it
BUT then.....what you are telling me is ....I have to build a hair model that is completely "closed" against the figure's face
i.e. no backfacing polys required to represent the hair.
IS THAT WHAT YOU ARE TELLING ME I NEED A DRINK
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santicor posted Tue, 05 October 2010 at 9:33 PM
2nd post of the thread -
the image -
a ton of backfacing polys -
basically the same hair model -
same light/shadow settings
same render settings - and no issue with crappy looking back facing polys .
and yet now I have the prob.
I'm scared.
I need a hug.
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santicor posted Tue, 05 October 2010 at 9:49 PM
the 2 hair layers are exact duplicates and they are only very slightly offset in space
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